79 Istilah Penting tentang Teknologi dalam Pembelajaran Beserta Definisinya
Memperingati 79 tahun Indonesia Merdeka, berikut ini disajikan 79 istilah dan terminologi penting - yang mencakup pendekatan, metode, strategi, dan teknik, dan media - yang lazim digunakan dalam pembelajaran abad ke-21.
- Adaptive Learning: A teaching method using artificial intelligence to adjust content based on student performance.
- Artificial Intelligence: Machine learning systems used to enhance education.
- Asynchronous Learning: Learning that does not occur in real-time; students learn at their own pace.
- Blended Learning: A mix of online and face-to-face learning activities.
- Blockchain in Education: Securely storing academic credentials.
- Chatbot: An AI program that simulates human conversation to assist students.
- Cloud Computing: Remote servers used to store and access educational resources online.
- Cloud Storage: Saving educational files online for easy access.
- Course Management System (CMS): Software used to organize and deliver educational courses (e.g., Moodle).
- Cybersecurity: Protecting educational data from cyber threats.
- Collaborative Tools: Platforms like Google Docs that allow multiple users to work together online.
- Content Management System (CMS): A platform used to create and manage digital content for education.
- Critical Digital Literacy: Ability to think critically about digital content and media.
- Digital Citizenship: Understanding how to use technology responsibly and ethically.
- Digital Divide: The gap between those with access to technology and those without.
- Digital Literacy: The ability to use technology effectively and responsibly.
- Digital Storytelling: Telling stories using multimedia tools.
- Distance Learning: Education provided remotely via the internet.
- E-Learning: Learning conducted online via electronic media.
- Educational Apps: Mobile or web applications designed for educational purposes.
- Edutainment: Learning content that combines education and entertainment.
- Flipped Classroom: A method where students learn content at home and apply it in class.
- Gamification: Integrating game elements into education to enhance engagement.
- Google Classroom: A web service for managing and delivering educational content.
- Hybrid Learning: A combination of online and traditional in-person learning.
- Interactive Whiteboard: A digital board used to display and interact with learning content.
- Internet of Things (IoT): Networked devices used to enhance the learning environment (e.g., smart boards).
- Immersive Learning: Learning through virtual or augmented reality experiences.
- Information and Communication Technology (ICT): Technology used to communicate and manage information in education.
- Intelligent Tutoring System (ITS): AI-based tools that provide personalized learning assistance.
- Interactive Learning: Learning that involves active student participation through technology.
- Just-in-Time Learning: Accessing information or training exactly when needed.
- Learning Analytics: Collecting and analyzing data on student learning behavior.
- Learning Management System (LMS): A platform for managing, delivering, and tracking online learning (e.g., Canvas, Moodle).
- Live Streaming: Real-time video broadcasting of lectures or educational events.
- Location-Based Learning: Learning experiences based on a student’s location using GPS technology.
- Low-Latency Networks: Networks that transmit data with minimal delay, improving virtual learning experiences.
- Lecture Capture: Recording and storing lectures for later access.
- Learning Objects: Modular, reusable content units for educational purposes.
- Linked Data: Data that is connected and accessible through the web for learning purposes.
- Massive Open Online Course (MOOC): Free online courses available to a large number of participants.
- Mobile Learning (M-Learning): Learning via mobile devices like smartphones and tablets.
- Multimedia Learning: Learning that combines text, audio, video, and images.
- Microlearning: Delivering small, focused learning units.
- Metadata: Data that describes other data to enhance searchability in digital libraries.
- Networked Learning: Learning facilitated by online communities and networks.
- Netiquette: Proper behavior and etiquette for online communication.
- Online Discussion Forum: A platform for students to interact and discuss course topics.
- Open Educational Resources (OER): Free learning materials available for public use.
- Online Proctoring: Remote monitoring of students during exams to prevent cheating.
- Podcasting: Sharing educational content via audio recordings.
- Personalized Learning: Tailoring learning experiences to meet individual student needs.
- Plagiarism Detection Software: Tools that detect copied or unoriginal content in student submissions.
- QR Code Learning: Using QR codes to access educational content.
- Remote Learning: Learning from a distance using internet-based tools.
- Responsive Design: Web design that adapts to various devices, improving access to learning.
- Real-Time Feedback: Immediate responses provided to students to improve learning.
- Repository: A digital archive where educational materials are stored and shared.
- Screencasting: Recording the activities on a computer screen for educational purposes.
- Social Learning: Learning through interaction with peers via social media platforms.
- Student Information System (SIS): Software for managing student data and records.
- Synchronous Learning: Real-time learning where students and teachers interact simultaneously.
- Telepresence: Technology allowing users to appear remotely in a virtual space.
- Universal Design for Learning (UDL): Creating flexible learning environments to accommodate all students.
- User-Generated Content (UGC): Content created and shared by learners.
- Usability Testing: Testing how easy educational software is to use.
- Ubiquitous Learning: Learning that occurs anytime, anywhere, through technology.
- Virtual Classroom: An online space where students and teachers interact in real-time.
- Virtual Reality (VR) – Simulated environments for immersive learning experiences.
- Video Conferencing: Online meetings via video (e.g., Zoom, Microsoft Teams).
- Wearable Technology: Devices like smartwatches used to support learning.
- Webinar: Online seminars conducted in real-time.
- Web-Based Learning: Education delivered through websites and web platforms.
- Wiki: Collaborative websites that allow users to add and edit content.
- Workflow Automation: Automating repetitive tasks in education using software tools.
- XAPI (Experience API): A standard for tracking learning experiences across platforms.
- YouTube Education: Using YouTube for educational videos and tutorials.
- Zero-Rating: Providing free access to educational websites without data charges.
- Zone of Proximal Development (ZPD): A concept in learning theory regarding the difference between what a learner can do alone and with guidance.
Daftar istilah diatas diharapkan dapat membantu peneliti, pendidik, dan peserta didik dalam mengeksplorasi penerapan pendekatan, metode, strategi, dan teknik, dan media yang lazim digunakan dalam pembelajaran modern.